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WarioWare: Mega Micro Reviews
-- by Shawn Sackenheim
Ask a developer to create a game and they’d be more than happy to
dig out design documents, market research reports and little notecards
summarizing their pitch to potential publishers. Ask them to design a
whole game on a Post-It note and their brains would most likely melt out
through their navel. Only something as bizarre as WarioWare could’ve
been designed with little more than a dozen sticky pads, and only
Nintendo’s staff were daring enough to try. The seed of WarioWare was planted in Kouichi Kawamoto’s Sound
Bomber on the stillborn 64DD. Soon he was shifted around inside Nintendo
and with the help of Goro Abe and Yoshio Sakamoto, one of Mario’s more
obscure enemies was tied to one of Nintendo’s more creative endeavors. For those who don’t know, WarioWare is all about whittling down key
gaming concepts into tiny, twitchy minigames. With just a simple command
you’re given a few seconds to figure out how it applies to the
ridiculous scene that appears in front of you. For example, the word ‘Pick!’
pops up over a sparse black-and-white scene of a giant nose with a
finger gliding beneath it. Silly as it is, it requires a surprising
amount of hand-eye coordination to master. Similarities Instead of pointing out the similarities between WarioWare games
repeatedly, here they are all at once. Though the interface may change,
the format is always the same. Wario and his cast of cronies offer up a
roster of microgames loosely based on a theme. 9-Volt’s games are all
based on classic Nintendo titles, Mona’s fall into the much vaguer ‘Weird’
category, and Jimmy T’s all revolve around ‘Sports’. Each microgame has a few variations to keep you guessing and as you
play through each character’s set they get faster, putting more strain
on your limited supply of four lives. After completing a specific number
of microgames and a Boss Stage, a short story snippet leads you to the
next character (and you get an extra life!). Repeat until things get
ludicrously, ridiculously, out of control. All WarioWare game also offer an Album mode where you can play any
single microgame until it gets so hilariously fast that you can’t keep
up without robotic precision. There are also a handful of bonuses to
unlock; their number and variety increasing from game to game. More on
these in the Micro Reviews below. Lastly, and most importantly, every game generates a certain amount
of frustration. Not all of the microgame goals are obvious and you will
stop between them to get all huffy. But the absolute hilarity of the
game that just finished you off (and the dozens to follow) quickly
subdue most feelings of rage. WarioWare, Inc.: Mega Microgame$! (GBA, May 2003) Long removed from his Wario Land series, the red-nosed bad guy
appears in a wild new form but retains his trademark hunger for money.
Determined to cash in on the video game craze, he starts up WarioWare
Inc. with the help of his equally wacky friends. This is the one that started it all. Over 200 never-before-seen
microgames put players to the test. Nose picking, snot sniffing, alien
counting, no one had seen anything like it before. In order to cram so
many games onto a GBA cartridge the visuals had to be kept simple, but
that’s not to say they aren’t artistic. Each scene has its own style
and presentation. From stark black and white scribbles to lush blue
skies filled with wispy clouds, each microgame looks just as different
as it plays. Most surprisingly, the audio is equally unique. Each
microgame has its own oddball sound effects and most have a unique
little tune. Even a few seconds is enough for these catchy jingles to
get caught in your head. For a cartridge jam-packed with minigames,
visuals, and sound, there’s also a surprising amount of voice.
Characters praise and scold depending on your performance, though most
of the game is read through subtitles. Being the inaugural WarioWare outing, the roster of extras are the
slimmest of the bunch. Jump Forever, SkatingBoard, and Paper Plane
present endless challenges, but it’s the two-player games that are the
most interesting. Almost completely abandoned in later WarioWare titles,
there are four games that two people can play on a single GBA. Each
player uses a shoulder button as both cram in around the screen for
hurdle races, block pushing, robo-vacuuming, and more. The original WarioWare has become fairly hard to find. I had a tough
time tracking it down just a year after its release. It’s a great
place to start if you’ve never played WarioWare but if you also enjoy
party games, you might as well pick up… WarioWare, Inc.: Mega Party Game$! (GCN, April 2004) Not only do you get the entire original game in single-player mode,
Wario’s put his trademark twisted spin on the party game formula,
pioneered by Nintendo’s own Mario Party. Eight different game types are on offer, each more unique and bizarre
than the last. Wobbly Bobbly introduces some new multiplayer microgames
to determine a round’s winner. The losers sit upon increasingly wobbly
piles of turtles, required to keep their balance between rounds. Outta My Way allows players to move their character around the screen
to block the view of an obviously peeved microgame player. Whoever can
complete the most games with all the interference is deservedly the
winner. All for One is the exact opposite, requiring players to shine a
flashlight on a darkened screen while one person attempts to pass as
many microgames as possible. Your end-game ranking lets you know how
close your friends are. But the best game of all is Listen to the Doctor. Combining classic
microgame action with the embarrassing thrill of charades, the doctor
tells one player what to do while completing a microgame. For example, a
player may have to caress their controller or bark like a dog while
trying to finish the game. The other players then rate them on how well
they did by hitting the A button to clap. The one who garnered the most
applause while playing is (usually) deemed the winner. Like the original, there are also a handful of endless diversions
like the familiar Jump Forever and One Controller Survival where up to
16 players pass a single controller around to complete increasingly
faster microgames. This is THE party game of choice! Hilarious, goofy,
and fun, it’s also justification for all the days I spent with the
original WarioWare… practice. With the added storage space of a GameCube disc, there are also a ton
of extras. Completing microgames in single-player mode unlocks all kinds
of goodies including bonus games and music videos. The game also tracks
stats for up to 16 player profiles showing their single-player and
multiplayer scores complete with skill levels and percentages. There
will be no doubt who was the best player of the night in this game. WarioWare is practically the definition of pick-up-and-play gaming
and feels more at home on a handheld. But, if you prefer a console and a
big TV or if you’ve got a lot gaming friends, Mega Party Game$! is
where you should start. You’ll still get to enjoy the GBA original and
all the extras more than cover the difference in price. WarioWare: Touched! (DS, February 2005) Sega’s Feel the Magic was the first to bring microgame nuttiness to
the DS, but even the bizarre sexual innuendo couldn’t top WarioWare
for long. Just four months after the DS’ debut, WarioWare was finally
available in the US (it was a launch title in Japan and even outsold
Super Mario DS). With the touch screen, microphone, second screen and increased
storage space over the GBA, it seems like Nintendo designed the DS just
for Wario. Improved animation, sound, and voice are immediately obvious.
Character’s themes now revolve around slicing, rubbing, dragging,
twirling and using the microphone. Like it or not, there are even a few
characters that forego all of the DS’ features for simple ‘Hit the A
Button’ games like previous WarioWares. There are also 30+ extras to unlock ranging from full-fledged
DS-enhanced games like Pyoro-T to novelties like a kitchen timer, bubble
blower, and jiggly delicious flan! Collecting them all by topping high
scores extends the game’s longevity but I still stopped playing this
one way too soon. Perhaps it was the rush to get the game released that
cut the roster of microgames well below 200. It doesn’t sound like a
big deal but compared to the obsessive original, Touched! didn’t hold
up quite as well. With all the DS’ features it’s well worth the asking price and
still the ultimate showcase of the handheld’s hardware. It may not
hold your attention as long as the original, but every moment spent with
Touched! is a delight of wacky fun and surprising, creative gameplay. WarioWare: Twisted! (GBA, May 2005) Not to be outdone by its dual-screened pseudo-successor, the Game Boy
Advance is home to the latest innovation in WarioWare gameplay: the gyro
sensor. Be it practice for the Revolution’s controller or the result
of a cheap deal on gyros, WarioWare Twisted! offers another unique
microgame experience with so many goodies that it nearly outshines
Touched! When you get down to it, Twisted! is all about wiggling your GBA.
Though you’d think that would stifle its creativity, here in WarioWare
it’s a perfect fit, and the microgames are just as diverse as the rest
of the titles. The microgame roster has also been boosted to over 200
and there are now 130+ "souvenirs" to find, by way of a
capsule machine that presents itself every time you complete 20 or so
microgames. Like Touched!, the extras range from mundane and hilarious, like a
handful of kaleidoscopes, to full fledged games. Wario Bike, for
example, is a cracked out cocktail of Excitebike and Super Mario Bros.
while Ski Jumping puts a new twist (oh yes, I said it!) on one of the
oldest WarioWare microgames. Unlike Yoshi Topsy-Turvy, the gyro sensor is expertly calibrated here
and is almost always easy to use. While twisting through the menus you
can hold the right shoulder button to freeze them in place while you
reorient your hands. The sensor also recalibrates itself between
microgames so if one feels off balance just keep it steady between
games. Only some of the more precise games and boss stages grow
frustrating. The enlarged cartridge also has a slight force
feedback/rumble feature that lets you "feel" every twitch of
the menus and many of the microgames. Twisted! offers some of the best microgames so far. Nintendo fanatic
9-Volt’s boss stage is probably the highlight of the entire game. It
presents classic Super Mario Bros. stages as if wrapped around a tube.
You tilt to make Mario run; the more you tilt, the faster he goes. Use
the A button to jump and cross while squashing goombas, picking up
mushrooms, and making the leap to the flag. It’s downright ingenious!
Another boss stage sees you holding your GBA completely upside down and
yet another has you turning it sideways for a true-to-form top-down
shooter. Visually, things are pared down a bit from Touched! but the WarioWare
style is so off-the-wall now that only a lack of animation gives away
the humble GBA hardware. Nintendo has even found a way to cram in
eighteen full length songs and more sound effects and voice than ever
before. It’s a WarioWare World Honestly, it’s almost impossible to call a winner between these
four. Obviously, the GameCube offering one-ups the original, but beyond
that I’d have to recommend them all! Each has so many insane
microgames to play and so much Nintendo fan service to revel in. If you’ve
ever craved something different from your games, this is where it’s
at. Short, simple, and silly; it’s the ultimate game series for this
modern age of instant pleasure and increasingly shorter attention spans. Where it’s Going I don’t presume to know where the WarioWare series is headed next,
but given how easily it adapts to new hardware I’d say a Revolution
installment is guaranteed. And whether you approve of Nintendo’s
radical new controller design or not, one thing is assured. The fabled
‘Mario 128 may be spectacular, but it’ll take a WarioWare title to
really show us what the groundbreaking hardware has to offer. |